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Re: SketchUp Models

Posted: Sun Nov 29, 2009 4:07 pm
by Eaol
Actually, it is unrendered. It is "rendered" using Sketchup's built-in rendering system.

It's how it looks when you are modeling.

Re: SketchUp Models

Posted: Sun Nov 29, 2009 5:08 pm
by Null_1138
Wow. That' pretty sick. :shock:

Re: SketchUp Models

Posted: Sun Nov 29, 2009 5:26 pm
by Eaol
Haha :P

Re: SketchUp Models

Posted: Tue Dec 01, 2009 5:23 pm
by (Anonymous)
I'm really looking forward to that project :D :P :D

Re: SketchUp Models

Posted: Sat Dec 05, 2009 12:40 pm
by Wonderboy
eaol, how do you make the flat awning?

Re: SketchUp Models

Posted: Sat Dec 05, 2009 1:16 pm
by Eaol
If you mean the Tatooine buildings, I projected a texture on a warped surface.

If you don't mean that, be more precise. :shock:

Re: SketchUp Models

Posted: Thu Dec 17, 2009 3:16 am
by [TFA]Padawan_Fighter
Eaol wrote:Actually, it is unrendered. It is "rendered" using Sketchup's built-in rendering system.

It's how it looks when you are modeling.

Sketchup has a rendering system?

Re: SketchUp Models

Posted: Thu Dec 17, 2009 3:39 am
by mswf
[TFA]Padawan_Fighter wrote:
Eaol wrote:Actually, it is unrendered. It is "rendered" using Sketchup's built-in rendering system.

It's how it looks when you are modeling.

Sketchup has a rendering system?
No.

Re: SketchUp Models

Posted: Thu Dec 17, 2009 10:41 am
by RogueKnight
mswf wrote:
[TFA]Padawan_Fighter wrote:
Eaol wrote:Actually, it is unrendered. It is "rendered" using Sketchup's built-in rendering system.

It's how it looks when you are modeling.

Sketchup has a rendering system?
No.
Actually, yes, it does, but it is a very limited rendering software.

Re: SketchUp Models

Posted: Fri Dec 18, 2009 5:18 am
by [TFA]Padawan_Fighter
Hm. How can I enable it?

Re: SketchUp Models

Posted: Fri Dec 18, 2009 8:07 am
by RogueKnight
Technically its enabled by default, but you can look under view>toolbars i believe and there should be rendering options under there.

If I have time today, I'll look for it, I haven't opened Sketchup in months...

Re: SketchUp Models

Posted: Fri Dec 18, 2009 10:39 pm
by Wonderboy
Eaol wrote:If you mean the Tatooine buildings, I projected a texture on a warped surface.

If you don't mean that, be more precise. :shock:
What i meant was normally you can't use a single poly because one side would be completey transparent. I wanted to know how you got a single polygon for the awning, with both sides being visible.


EDIT: My vault arches.
Image

Re: SketchUp Models

Posted: Sun Dec 27, 2009 1:15 pm
by Eaol
Nice arches.

Anyway, It was a render, so I only used 1 face. When I work on it more I'll fix that.

Btw: If I texture both sides, won't they both be visible? I assume they wont have collision for inside parts though

Re: SketchUp Models

Posted: Sun Dec 27, 2009 4:38 pm
by Null_1138
Eaol wrote:Btw: If I texture both sides, won't they both be visible? I assume they wont have collision for inside parts though
No.
Yes.

Read up on normals.

Re: SketchUp Models

Posted: Wed Dec 30, 2009 8:24 pm
by Eaol
Ok, thats what I thought.

Re: SketchUp Models

Posted: Sun Jan 03, 2010 7:31 pm
by Wonderboy
I read that article, but how would I go about making to normals for a mesh?

Re: SketchUp Models

Posted: Sun Jan 03, 2010 8:04 pm
by Null_1138
Eaol wrote:Ok, thats what I thought.
I should mention, however, that if you have an alpha channel on the texture, both sides will be visible and have correct collision, I think. Look at nab2_prop_fence01.

Re: SketchUp Models

Posted: Sun Jan 03, 2010 11:05 pm
by Wonderboy
Ok first off, is the nab2_prop_fence01 in the mod tools, because i dont have them. and secondly, how do i get an alpha channel on a texture?

Re: SketchUp Models

Posted: Mon Jan 04, 2010 3:55 pm
by destructo_bot
Wonderboy wrote:Ok first off, is the nab2_prop_fence01 in the mod tools, because i dont have them. and secondly, how do i get an alpha channel on a texture?
1. Yes, but in the stock Naboo they're easy to spot. Big fences with their bars close together.
2. Alpha Channels

Re: SketchUp Models

Posted: Mon Jan 04, 2010 4:58 pm
by Sky_216
Null_1138 wrote:
Eaol wrote:Ok, thats what I thought.
I should mention, however, that if you have an alpha channel on the texture, both sides will be visible and have correct collision, I think. Look at nab2_prop_fence01.
Nope.

nab2_prop_fence01 is a double sided object. Polygons are in the same place on each side, just reversed.